/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/ |
H A D | hudlock.cpp | 338 int hud_lock_world_pos_in_range(vec3d *target_world_pos, vec3d *vec_to_target) in DCF_BOOL() 349 vm_vec_sub(vec_to_target, target_world_pos, &Player_obj->pos); in DCF_BOOL() 350 dist_to_target = vm_vec_mag(vec_to_target); in DCF_BOOL() 377 vec3d target_world_pos, vec_to_target; in hud_lock_target_in_range() local 399 return hud_lock_world_pos_in_range(&target_world_pos, &vec_to_target); in hud_lock_target_in_range() 466 vec3d vec_to_target; in hud_lock_check_if_target_in_lock_cone() local 468 dist = vm_vec_normalized_dir(&vec_to_target, &lock_world_pos, &Player_obj->pos); in hud_lock_check_if_target_in_lock_cone() 469 dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); in hud_lock_check_if_target_in_lock_cone()
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H A D | hudtarget.cpp | 2608 vec3d vec_to_target; in hud_target_in_reticle_old() local 2641 vm_vec_normalized_dir(&vec_to_target, &A->pos, &Eye_position); in hud_target_in_reticle_old() 2642 dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); in hud_target_in_reticle_old() 2683 vec3d vec_to_target; in hud_target_subsystem_in_reticle() local 2717 vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position); in hud_target_subsystem_in_reticle() 2718 dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); in hud_target_subsystem_in_reticle()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/ |
H A D | hudlock.cpp | 520 vec3d vec_to_target; in hud_lock_check_if_target_in_lock_cone() local 522 vm_vec_normalized_dir(&vec_to_target, &lock_world_pos, &Player_obj->pos); in hud_lock_check_if_target_in_lock_cone() 523 dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); in hud_lock_check_if_target_in_lock_cone() 535 vec3d vec_to_target; in hud_lock_check_if_target_in_lock_cone() local 537 vm_vec_normalized_dir(&vec_to_target, ¤t_lock->world_pos, &Player_obj->pos); in hud_lock_check_if_target_in_lock_cone() 538 dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); in hud_lock_check_if_target_in_lock_cone() 910 vec3d vec_to_target; in hud_lock_determine_lock_target() local 927 vm_vec_normalized_dir(&vec_to_target, &target_pos, &Eye_position); in hud_lock_determine_lock_target() 928 dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); in hud_lock_determine_lock_target()
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H A D | hudtarget.cpp | 2551 vec3d vec_to_target; in hud_target_in_reticle_old() local 2584 vm_vec_normalized_dir(&vec_to_target, &A->pos, &Eye_position); in hud_target_in_reticle_old() 2585 dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); in hud_target_in_reticle_old() 2626 vec3d vec_to_target; in hud_target_subsystem_in_reticle() local 2660 vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position); in hud_target_subsystem_in_reticle() 2661 dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); in hud_target_subsystem_in_reticle()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/ |
H A D | aibig.cpp | 1244 vec3d vec_to_target; in ai_big_strafe_maybe_retreat() local 1245 vm_vec_sub(&vec_to_target, target_pos, &Pl_objp->pos); in ai_big_strafe_maybe_retreat() 1248 dist_to_target = vm_vec_mag_quick(&vec_to_target); in ai_big_strafe_maybe_retreat() 1250 dist_normal_to_target = -vm_vec_dotprod(&vec_to_target, &aip->big_attack_surface_normal); in ai_big_strafe_maybe_retreat() 1252 dist_normal_to_target = 0.2f * vm_vec_mag_quick(&vec_to_target); in ai_big_strafe_maybe_retreat()
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H A D | aiturret.cpp | 630 vec3d vec_to_target; in evaluate_obj_as_target() local 631 vm_vec_sub(&vec_to_target, &objp->pos, eeo->tpos); in evaluate_obj_as_target() 632 dist = vm_vec_mag_quick(&vec_to_target) - objp->radius; in evaluate_obj_as_target() 650 vm_vec_normalize(&vec_to_target); in evaluate_obj_as_target() 651 float dot_to_target = vm_vec_dot(&ss->turret_last_fire_direction, &vec_to_target); in evaluate_obj_as_target()
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H A D | aicode.cpp | 3378 vec3d vec_to_target; in compute_collision_time() local 3383 vm_vec_sub(&vec_to_target, targpos, attackpos); in compute_collision_time() 3384 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel); in compute_collision_time() 3386 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target); in compute_collision_time() 7822 vec3d vec_to_target; in ai_chase_big_get_separations() local 7838 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos); in ai_chase_big_get_separations() 7841 perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.vec.fvec); in ai_chase_big_get_separations() 7844 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.vec.fvec, -perp_dist); in ai_chase_big_get_separations() 7888 vec3d vec_to_target; in ai_chase_big_parallel_set_goal() local 7889 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos); in ai_chase_big_parallel_set_goal() [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/ |
H A D | aibig.cpp | 1399 vec3d vec_to_target; in ai_big_strafe_maybe_retreat() local 1400 vm_vec_sub(&vec_to_target, target_pos, &Pl_objp->pos); in ai_big_strafe_maybe_retreat() 1403 dist_to_target = vm_vec_mag_quick(&vec_to_target); in ai_big_strafe_maybe_retreat() 1405 dist_normal_to_target = -vm_vec_dot(&vec_to_target, &aip->big_attack_surface_normal); in ai_big_strafe_maybe_retreat() 1407 dist_normal_to_target = 0.2f * vm_vec_mag_quick(&vec_to_target); in ai_big_strafe_maybe_retreat()
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H A D | aiturret.cpp | 598 vec3d vec_to_target; in evaluate_obj_as_target() local 599 vm_vec_sub(&vec_to_target, &objp->pos, eeo->tpos); in evaluate_obj_as_target() 600 dist = vm_vec_mag_quick(&vec_to_target) - objp->radius; in evaluate_obj_as_target() 618 vm_vec_normalize(&vec_to_target); in evaluate_obj_as_target() 619 float dot_to_target = vm_vec_dot(&ss->turret_last_fire_direction, &vec_to_target); in evaluate_obj_as_target()
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H A D | aicode.cpp | 3487 vec3d vec_to_target; in compute_collision_time() local 3492 vm_vec_sub(&vec_to_target, targpos, attackpos); in compute_collision_time() 3493 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel); in compute_collision_time() 3495 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target); in compute_collision_time() 8297 vec3d vec_to_target; in ai_chase_big_get_separations() local 8313 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos); in ai_chase_big_get_separations() 8316 perp_dist = vm_vec_dot(&vec_to_target, &target_objp->orient.vec.fvec); in ai_chase_big_get_separations() 8319 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.vec.fvec, -perp_dist); in ai_chase_big_get_separations() 8363 vec3d vec_to_target; in ai_chase_big_parallel_set_goal() local 8364 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos); in ai_chase_big_parallel_set_goal() [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/ |
H A D | weapons.cpp | 9108 vec3d vec_to_target; in weapon_secondary_world_pos_in_range() local 9109 vm_vec_sub(&vec_to_target, target_world_pos, &shooter->pos); in weapon_secondary_world_pos_in_range() 9110 float dist_to_target = vm_vec_mag(&vec_to_target); in weapon_secondary_world_pos_in_range() 9148 vec3d vec_to_target; in weapon_multilock_can_lock_on_subsys() local 9149 vm_vec_normalized_dir(&vec_to_target, &ss_pos, &shooter->pos); in weapon_multilock_can_lock_on_subsys() 9150 float dot = vm_vec_dot(&shooter->orient.vec.fvec, &vec_to_target); in weapon_multilock_can_lock_on_subsys() 9191 vec3d vec_to_target; in weapon_multilock_can_lock_on_target() local 9192 vm_vec_normalized_dir(&vec_to_target, &target_objp->pos, &shooter->pos); in weapon_multilock_can_lock_on_target() 9193 float dot = vm_vec_dot(&shooter->orient.vec.fvec, &vec_to_target); in weapon_multilock_can_lock_on_target()
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ship/ |
H A D | ship.cpp | 14776 vec3d vec_to_target; in ship_maybe_warn_player() local 14806 vm_vec_normalized_dir(&vec_to_target, &Objects[enemy_sp->objnum].pos, &Eye_position); in ship_maybe_warn_player() 14809 fdot = vm_vec_dot(&Objects[enemy_sp->objnum].orient.vec.fvec, &vec_to_target); in ship_maybe_warn_player() 14814 fdot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); in ship_maybe_warn_player()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ship/ |
H A D | ship.cpp | 16075 vec3d vec_to_target; in ship_maybe_warn_player() local 16105 vm_vec_normalized_dir(&vec_to_target, &Objects[enemy_sp->objnum].pos, &Eye_position); in ship_maybe_warn_player() 16108 fdot = vm_vec_dot(&Objects[enemy_sp->objnum].orient.vec.fvec, &vec_to_target); in ship_maybe_warn_player() 16113 fdot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); in ship_maybe_warn_player()
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